Manifest Destiny is a card-driven, multi-player strategy
game for the entire family that is intended to capture the spirit
of America. There are opportunities for both cooperation and
competition. Let's keep it clean and fun!

Rules: The two most important rules are: (1) have fun;
and (2) no whining! The rest of the rules are in the Rule Booklet
and in GMT's Living Rules at gmtgames.com.

No experience is necessary to play, but all players must have
either played previously, read the rules, or attended a teaching
demonstration. The Reference Book has a description of the cards
and product payouts, which may be helpful as the game proceeds.

Game Length: The game takes 3-4 hours to play. After
approximately 3.5 hours I reserve the right to end any game at
the end of the next Acquisition Phase. Players will save a lot
of time if they plan ahead, particularly in the Acquisition Phase.
Each player has their own set of deeds and players can allocate
money for purchases of progressions and tokens ahead of time,
which will save time. To speed play, in competition attacks the
attacker will roll all dice.

A third heat has returned in the Pre-Con for Tribunes
and those who have paid for the extra gaming opportunities on
Sunday. All other must wait until the second heat. Thw semi-final
round has been dropped. The path to wood has been stream-lined.

ADVANCEMENT TIE-BREAKERS: The Final will have five
players. All players with two wins advance. Remaining slots filled
in an alternating fashion by: (1) winners with best two-game
scores, based on margin of victory/closeness of defeat (max +/-
5); and (2) margin of victory in a single game.

Prizes: GMT will provide
a merchandise certificate for the winner in this event.